#version 450 core

layout(location = 0) in vec4 aPosition; 
layout(location = 1) in vec4 aColor;    
layout(location = 2) in vec2 aTexCoord;
layout(location = 3) in float aTexIndex;

layout(location = 0) out vec4 vColor; 
layout(location = 1) out vec2 vTexCoord;
layout(location = 2) out float vTexIndex;

layout(std140, binding = 0) uniform TransformBlock{
	mat4 project_view;
} transformBlock;

void main()
{
	vColor = aColor;
	vTexCoord = aTexCoord;
	vTexIndex = aTexIndex;
	gl_Position = transformBlock.project_view * aPosition;
}